Ilya V Osipov

Ilya V Osipov
WOWCube (CubiOs Inc.), FL, USA

MS
WOWCUBE

About

35
Publications
16,539
Reads
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237
Citations
Introduction
Ilya Osipov (Иля Осипов, born January 6, 1975) An inventor & entrepreneur with 21 years experience in web-based and mobile applications. Expert in gamification, HCI, and TUI. I participated in various projects as a founder, investor, mentor and manager. orcid.org/0000-0002-8017-8153 publons.com/a/493547/
Additional affiliations
May 2013 - September 2015
Independent Researcher
Independent Researcher
Position
  • CEO
January 2013 - May 2016
Moscow Technological Institute
Position
  • Head of Department
Education
September 1993 - May 1998
Nizhny Novgorod State University
Field of study
  • Industrial Economics

Publications

Publications (35)
Article
Full-text available
The paper describes gamification, virality and retention in the freemium educational online platform with 40,000 users as an example. Relationships between virality and retention parameters as measurable metrics are calculated and discussed using real examples. Virality and monetization can be both competing and complementary mechanisms for the sys...
Conference Paper
Full-text available
The author presents a new electronic-mechatronic device, which belongs to the author, to the category of "mixed reality", and at the same time is the Tangible User Interface. Describes the interface and mechanics of the new device. The method of classification is proposed. Each component of the device, being an electronic element, is at the same ti...
Article
Full-text available
Tangible user interface (TUI) на русский язык можно перевести как «материальный» или «ощутимый» интерфейс пользователя. В насто-ящей статье делается обзор современных технических средств, использу-емых при построении материальных пользовательских интерфейсов. Обзор нацелен на определение возможностей использования TUI как расширение чловеко-компьют...
Chapter
Full-text available
We have developed and are presenting here a novel WOWCube device, which combines properties of a puzzle and a computer video game and is a so-called “transreality puzzle”. The main purpose of the device is to integrate the physical representation and the virtual gaming environment in a common gaming process based on the principles underlying the de...
Article
Full-text available
We consider some functions used in modern gadgets, in particular, the split screen, and the possibilities to employ gyroscope and accelerometer using an example of a customized gaming device, Wowcube. This device is a smart toy with tangible interface and is an analogue of a portable console with its potential going beyond launching applications on...
Article
Full-text available
Combining puzzles and video games with the principles underlying the development of tangible interfaces reveals a wide range of new possibilities greeting users of such devices, in the context of both the gaming potential per se, and useful entertainment. They are fit to be used by children, adults, and seniors, and develop speculative powers and t...
Conference Paper
Full-text available
We describe the software development framework for the newly developed transreality gaming device called WOWCube, which is a mechatronic game console consisting of eight identical section equipped with individual computation and communication tools that integrate the sections in a common logical device. The main means of controlling the console, by...
Article
Full-text available
In this article, the authors review puzzles and construction sets falling under the category of augmented reality games and, at the same time, serving as the elements of TUI interfaces. The review does not include games based on jigsaw puzzles (dissection puzzles, where the player has to put together a set of fragments of variously shaped images)....
Article
Full-text available
The study raises the issue of the need to verify the adequacy of the skills forming the educational program to the current realities. The initial data consists of a sample of 20 skills divided into 5 groups. The common methods of evaluating study programs are considered and the presence of a human factor is noted. The authors proposed to evaluate t...
Article
Full-text available
The author proposes to establish a separate class of electronic mechanical puzzles being the object of “mixed reality”, presents a self-engineered example of such a device, and reviews similar devices produced by other developers. Close relationships of such devices with tangible user interfaces are described. A Cubios device is presented as an ill...
Article
Full-text available
The author considers a class of mechatronic puzzles falling in the mixed-reality category, present examples of such devices, and propose a way to categorize them. Close relationships of such devices with the Tangible User Interface are described. The device designed by the author as an illustration of a mixed reality puzzle is presented.
Patent
Full-text available
TMA170053519 Дата поступления Входящий № Регистрационный № Исходящий № ДАТА ПОСТУПЛЕНИЯ оригиналов документов заявки ДАТА НЕ ПРИСВОЕНА (21) РЕГИСТРАЦИОННЫЙ № РЕГ.НОМЕР НЕ ПРИСВОЕН ВХОДЯЩИЙ № ВХ.НОМЕР НЕ ПРИСВОЕН (85) ДАТА ПЕРЕВОДА международной заявки на национальную фазу (86) (регистрационный номер международной заявки и дата международной подачи...
Article
Full-text available
Communications serve as the environment for integrating project participants, transforming them from individual office players into the cohesive project team. From the perspective of project management practitioners, communications and relations between project participants turn into essential project success factors. Taken together, formal and inf...
Article
Full-text available
The paper introduces Teacher Interactive Electronic Continuous Professional Development (TIE-CPD), an online interactive training system. The framework and methodology of TIE-CPD are designed with functionalities comparable with existing e-training systems. The system design and development literature offers several methodology and framework exampl...
Article
Full-text available
The paper describes experiments to attract active online system users to the partner program. The objective is to grow the number of users by involving existing system users in viral mechanics. Several examples of user motivation are given, along with the specific interface implementations and viral mechanics. Viral K-factor was used as the metrics...
Article
Full-text available
Traditional performance monitoring techniques in project management are based on classical measures – costs, schedule and scope ofwork. But focusing our view on these indices and their derivatives we can overlook one ofthe most important elements of project management – project participants. Degrees of their coordination, cohesion and collaboration...
Article
Full-text available
The paper describes a novel social network-based open educational resource for practicing foreign languages with native speakers, based on the predefined teaching materials. This virtual learning platform, called i2istudy, eliminates misunderstanding by providing prepared and predefined scenarios, enabling the participants to understand each other...
Conference Paper
Full-text available
Traditional performance monitoring techniques in project management are based on classical measures-costs, schedule and scope of work. But focusing our view on these indices and their derivatives we can overlook one of the most important elements of project management-project participants. Degrees of their coordination, cohesion and collaboration d...
Article
Background: The paper describes an online e-learning web-based application for practicing foreign language skills with native speakers. Educational materials are a part of the application, along with the live audio–video feed between the participants. Findings: The proposed technology is designed to supplement traditional methods of studying spoken...
Chapter
The chapter describes the results of an experiment in building an online platform for learning foreign languages that allows people to teach their native language without being professional instructors. This platform allows audio and video connections between the participants and includes an interface with pre-defined interactive lessons. The conte...
Article
Full-text available
The paper describes user behavior as a result of introducing monetization in the freemium educational online platform. Monetization resulted in alternative system growth mechanisms causing viral increase in the number of users. System metrics in terms of the $K$-factor was utilized as an indicator of the system user base growth. The weekly $K$-fact...
Article
Full-text available
The paper describes a novel social network-based open educational resource for learning foreign languages in real time from native speakers, based on the predefined teaching materials. This virtual learning platform, named i2istudy, eliminates misunderstanding by providing prepared and predefined scenarios, enabling the participants to understand e...
Article
Full-text available
The paper describes an online e-learning web-based application for practicing foreign language skills with native speakers.
Article
Full-text available
Online distance e-learning systems allow introducing innovative methods in pedagogy, along with studying their effectiveness. Assessing the system effectiveness is based on analyzing the log files to track the studying time, the number of connections, and earned game bonus points. This study is based on an example of the online application for prac...
Article
Full-text available
The paper describes user behavior as a result of introducing monetization in the freemium educational online platform. Monetization resulted in alternative system growth mechanisms, causing viral increase in the number of users. Given different options, users choose the most advantageous and simple ones for them. System metrics in terms of the K-fa...
Article
The paper describes creation and development of the educational online communication platform for teaching and learning foreign languages. The system is based on the time bank principle, allowing users to teach others their native tongue along with taking foreign language lessons. The system is based on the WebRTC technology, allowing users to acce...
Article
Full-text available
SaaS-решения, software, web-приложения переходят на экономическую модель фримиум. Эта модель имеет множество особен-ностей. В статье исследована статистика поведения пользователей на примере образовательной коллаборационной платформы, рассматрива-ются взаимосвязи между ключевыми параметрами этой модели: показа-телями виральности, ретеншна, монетиза...
Article
If the growth coefficient (F-Growth) is less than 1, the product cannot grow and loses its user base with all that it implies for the project. On the other hand, if one achieves the value of the growth coefficient exceeding 1, the product starts growing exponentially. This is the absolute target, when the product team achieves non-paid user base g...
Patent
Full-text available
Users may form learning groups in real time on-line by choosing among pre-defined participant roles in a group, e.g. “a teacher” or a “student”, reviewing the list of available participants, sending invitations, reviewing pending invitations with role descriptions, and 415 accepting the invitations. Learning groups may be formed by two or more part...
Article
Full-text available
I V Osipov, an entrepreneur (NN.ru, Numbuster, i2istudy, bankrot.pro, FedSP.com) wrote an article for the Growth Hacks column and described the interface experiment aimed at engaging new users using a partnership program. We launched a partnership program for our project, which works at the intersection of communication and education, so that the e...

Questions

Questions (8)
Question
Has anyone used a cheap commercially available brain computer interface, such as "NeuroSky MindWave", or "Muse: The Brain Sensing Headband" in the learning process, in gamification? Are works on this topic known?
Question
Who knows projects, or review papers on the topic, TUI - Tangible Interaction & Interface? Interested in everything that is done outside the MIT (all of their projects on the subject there is: //tangible.media.mit.edu/projects/), would like to find someone else deals with this topic.
Question
I mean testing of students with "BCI" such MindVave during training sessions and data collection?

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